Fire Combat
One-pager. Ranged combat is the simplest application of the One Rule — one task against situational modifiers, not an opposed contest; you don't parry a bullet. But it rests on four facts almost every game skips: to shoot a thing you must know (or think you know) where it is; you must aim; firing disturbs your aim (recoil); and the target doesn't want to be hit.
One shot, one roll
A shot is a Firearms (or Archery, Heavy Weapons) roll — Score × EF, roll under — and that's the whole of it; there is no defence roll, because the target can't block the bullet. Everything interesting lives in the Ease Factor, and the skill's BEF already bakes in the usual case: a trained, calm shooter putting a round into a static target at short range — pistol-practice conditions. The world adds and subtracts from there.
(Which is why a firearm's BEF is high — a pistol is forgiving, thirty minutes' training makes you genuinely dangerous — while a bow's is not: Archery is a hard, strength-hungry ½-skill you spend years getting good at. The gun is easy to be adequate with; the bow is not.)
What moves the ease factor
Each of these is the One Rule's "challenge at a glance" made concrete for shooting. Reach for the ones that bite; ignore the rest:
- How good an idea do you have of where it is? — cover, lighting, smoke and weather, your own eyesight. You shoot at where you think the target is.
- Blocked, or merely hidden? — the distinction nearly every game botches: concealment hides; cover stops bullets — and most interior walls, and plenty of exterior ones, stop nothing. Only hidden? You can still fire, at a penalty for not seeing them. Behind real cover? Its Protection eats the shot (see Damage).
- Moving or still? — a mover is harder.
- How far? — range (and weapons shed Damage Class with distance — see Damage).
- How large a target is presented? — a full silhouette, a head, a hand past a doorframe. Calling a sliver is the same up-front penalty as any called shot.
- How well balanced is the shooter? — set and braced, or off-balance / firing on the move (an Intense Action split).
- How carefully aimed? — taking a bead is spending attention: a secondary action, or your whole focus (concentrate — the sniper).
- How well is the weapon handled? — its performance modifier, your familiarity, its fit to the job.
- Did you see the last shot land? — spot your fall of shot and you correct: a bonus to the follow-up.
- Did the last shot buck you off target? — recoil: repeat or rapid fire past the first shot takes a penalty until you re-acquire.
Short-circuit it
You never run that list in full. Assume a trained, competent, calm shooter — the BEF already covers it — and add a modifier only where the situation genuinely departs from "the range." Ranged combat stays a one-roll affair; that's the point.
Modifiers follow what you describe, not labels
Distrust the shorthand other games hand out — "target unaware, +2." Unawareness is not a bonus in itself; it is time and freedom to aim carefully, and the bonus comes from the careful aim you then take. Quick-draw hip-fire at an oblivious target dummy? The dummy's obliviousness buys you nothing. Price what the character actually does.
This is the general shape of it: the table rewards what a player narrates. Describe taking cover, steadying on the doorframe, waiting for the mark to turn — and earn the modifiers those actions deserve. Describe something reckless and eat the penalty — though a reckless choice that's good story is often worth the in-game cost. Punished by the dice, rewarded at the table.
Area fire — making a space dangerous
Most shooting in a close fight isn't aimed at anyone. It's area fire: blind or suppressive rounds thrown at a doorway, a window, a stretch of street to keep heads down and stop people breaking cover. It doesn't target a person — it makes an area dangerous to be in. Anyone caught in the beaten zone, crossing it, or breaking from cover through it risks a hit (resolve as a chance per exposed target — roughly one in QR of the rounds finds someone in the zone). Its worth is tactical, not a body count: pin the enemy, deny the ground, cover a teammate's rush — the spread-don't-concentrate logic from Intense Action. Full-auto and covering fire are the same idea with more lead.
A shot is several actions
"I'm just going to shoot him" is a statement of intent, not a single action — it plays out as discrete beats: draw, take a bead, fire, clear a jam, drop the magazine, reload. If shooting is all you're doing they simply happen in sequence, turn by turn, and the cost is in the slow ones. A reload is the usual culprit: a heavy or complex weapon's is measured in whole turns; a small, simple weapon's in a hit to your Initiative for the turn (which already bundles reaction speed and situational awareness). Doing anything else while you shoot — moving, covering a second door — is the Intense Action split: primary focus, worse at the rest.
Defence: cover, position, and pre-emption
There is no roll to dodge a shot once fired — a bullet grants none of melee's cinematic grace. The defence against fire is not being shot at: cover, concealment, distance, and movement — run, and zig-zag, because a moving, unpredictable target is a hard one. The other half is anticipation, which is pure Initiative: someone lying in wait decides to take their shot, and if you notice — the muzzle swinging toward you — you can pre-empt and dive for cover before they fire. And aiming is itself an action you can react to: a shooter who takes a careful bead has shown you the threat, so a target who catches it gets to answer. The aimed shot is the deadlier one — and also the one its victim is likeliest to see coming.
Then: location and damage
A hit rolls hit location and applies damage through armor — both on Damage.
Designer's Note: ranged combat is where Score × EF is at its plainest — one roll, modifiers you can see and argue about — so this page mostly exists to name the four things other games quietly drop (you must know where it is, you must aim, firing wrecks your aim, the target resists) and to kill two reflexes: the automatic "+2 because unaware" (no — the bonus is the aim that being unobserved lets you take), and the belief that a wall is cover (it usually isn't).